Extended Speckle to Unreal Engine workflow

Hi @Jedd and @AlanRynne
Want to share with you my test workflow GH (Revit / Archicad later )–>UE5 and need some advises from you !

I was able to create new polyline and curve converter for UE5, and add a data conversion from an GH object (mesh, block, curve..) to geometric and other parameters of an actor as userString.






But i’m strugling with how the ESOKV works …

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Blockquote
Hi,
If i’m not wrong , the ESOKV is just buggy

Blockquote
I was wrong , it’s just works differently from what is indicated on the docs
Grasshopper | Speckle Docs

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Hi,
Some great updates after extending the Speckle for Unreal Plugin (Still WIP) :

  • Full C++ extended converter capabilities
  • New Polyline, Curve and datatable C++ converter ( last one is in testing phase ).
  • Block and Material converter “smart” override mapping by names, with a Datamode to populate automatically the mapping list by names.
  • Block override mapping accept all possible actors and meshs.
  • Automatic hidded mapped mesh in game
  • Automatic actors tags form UserStrings Key@Value ( with filtering and prefixes features )
  • Automatic tags to Actor values ( if the naming keys is respected ).

With all of this feature , light wight geometries can be easly mapped, to very heavy Nanite UE Bluprint, with fixed or parametrable meshs and lights, to be used straitforwrd in a clean and highend UE5 intercatif application with tags that can be used to assign behivor automaticly to objects in the scene.

Some printscreens :

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Amazing @MOOD !

You have been busy :grin:

How are you attaching the tags/properties? just as strings?

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Hi @Jedd
Yes ! It’s was like a bit of a little project to finish and test :wink:
Yes straitforward key/value will be attached as key@value as string and then can be used to assign values to actors or in UE blueprints

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